mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-28 10:21:48 +00:00
* In a previous update in 2021 many copyright ranges were truncated accidentally, and some files have been copy-pasted with wrong years. These dates have been fixed based on git history and original copyright messages.
112 lines
3.4 KiB
C++
112 lines
3.4 KiB
C++
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2020-2026 Baldur Karlsson
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
* of this software and associated documentation files (the "Software"), to deal
|
|
* in the Software without restriction, including without limitation the rights
|
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
* copies of the Software, and to permit persons to whom the Software is
|
|
* furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included in
|
|
* all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
* THE SOFTWARE.
|
|
******************************************************************************/
|
|
|
|
#include "d3d11_test.h"
|
|
|
|
RD_TEST(D3D11_Shader_Editing, D3D11GraphicsTest)
|
|
{
|
|
static constexpr const char *Description =
|
|
"Ensures that shader editing works with different combinations of shader re-use.";
|
|
|
|
std::string vertex = R"EOSHADER(
|
|
|
|
float4 main(float3 INpos : POSITION) : SV_Position
|
|
{
|
|
float4 ret = float4(0,0,0,1);
|
|
ret.xyz += INpos.xyz;
|
|
return ret;
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
std::string pixel = R"EOSHADER(
|
|
|
|
float4 main() : SV_Target0
|
|
{
|
|
#if 1
|
|
return float4(0.0, 1.0, 0.0, 1.0);
|
|
#else
|
|
return float4(0.0, 1.0, 1.0, 1.0);
|
|
#endif
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
int main()
|
|
{
|
|
// initialise, create window, create device, etc
|
|
if(!Init())
|
|
return 3;
|
|
|
|
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
|
|
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
|
|
|
|
CreateDefaultInputLayout(vsblob);
|
|
|
|
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
|
|
ID3D11PixelShaderPtr ps = CreatePS(psblob);
|
|
|
|
// compile again so that we can edit this one distinctly
|
|
ID3D11PixelShaderPtr ps2 = CreatePS(psblob);
|
|
|
|
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
|
|
|
|
ID3D11Texture2DPtr fltTex =
|
|
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
|
|
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
|
|
|
|
while(Running())
|
|
{
|
|
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
|
|
ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
|
|
|
|
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
|
|
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ctx->IASetInputLayout(defaultLayout);
|
|
|
|
ctx->VSSetShader(vs, NULL, 0);
|
|
ctx->PSSetShader(ps, NULL, 0);
|
|
|
|
ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
|
|
|
|
RSSetViewport({0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f});
|
|
setMarker("Draw 1");
|
|
ctx->Draw(3, 0);
|
|
|
|
ctx->PSSetShader(ps2, NULL, 0);
|
|
|
|
RSSetViewport({(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f,
|
|
(float)screenHeight, 0.0f, 1.0f});
|
|
setMarker("Draw 2");
|
|
ctx->Draw(3, 0);
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|